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Move Approval V
Solar Blast (300) (Ranged, Area Attack, Debuff)

The user focuses for a second, creating a basketball sized orb, then tosses it in a direction, usually in the air. At the peak of its height (about 10m), it explodes and everyone looking in its direction is temporarily blinded by the sun-like rays. This blindness lasts for about 3 seconds for someone who is close, decreasing down to just a fraction of a second for someone 50m away.
(NOTE: Dane i changed it a bit slightly)
[Image: hchh.png]

I refuse to lose this battle,
Let whatever come my way.
I am stronger then my rival,
No, I will not fall today...
Nova Flare(T1 Supermove Sp-1)(600)-Ranged, Area Attack, )- Using Solar Blast or even the sun, Retane focuses for a few seconds, charging up a condensed red orb in his palm. If he chooses to use Solar Blast, he also charges that in the other hand. With Solar Blast, Retane will throw the Blast into the air first, with the red orb following, peaking just short and at an angle of the targeted area. Using the sun's concentrated rays from the natural sun or the Solar Blast, Nova Flare is activated, exploding in the opposing direction using the concentrated rays to attempt to incinerate those in the targeted area. The area is a cone like, shape, engulfing up to a 30 meters diameter depending on the angle of the Nova Flare from with its source of power.
[Image: hchh.png]

I refuse to lose this battle,
Let whatever come my way.
I am stronger then my rival,
No, I will not fall today...
(06-04-2018, 11:09 PM)Schwi Dola Wrote: For an NPC I would like to attempt to approve

Angelic Scythe (300) (Requires Physical Strength) - A large black Scythe that glows black with its murderous energy. It has a 6 foot handle with a 5 foot curved blade. Jibril focuses and materializes this weapon in her hands over 2 seconds. Made of pure spiritual energy, the Scythe will disappear shortly after if she drops it. If Jibril beheads a Prime with this scythe, its energy will cause the head to stay in this world after the Prime dies so that Jibril may collect it.

Spatial Rend (300) (Requires Physical Strength, Teleport) - Using Angelic Scythe, Jibril pours magical power into it for 10 seconds deepening its black aura while simultaneously preparing the energy for teleport. She then charges at her target (running or flying) with scythe raised and teleports near her target slashing with a slash that cleaves space itself, visually ripping and distorting the space the scythe cuts.  A powerful attack with a significant energy cost, however the energy gathered will dissipate after 30 seconds if she is unable to attempt the strike. Still usable if Teleportation is locked although she will not be able to use the teleport in this move.

Murderous Aura (300) (Requires Debuff Prociency, Area Attack, Telepathy) - This is a mostly passive aura effect radiating 200 feet that Jibril has turned on while she focuses on harming or killing someone although she can voluntarily force it not to activate. It consumes a minimal amount of magic while active. Jibril physically radiates her intent and love to kill others causing others to feel her desire to kill them. Anyone who isn't the target of her hostile desires can feel the effect and strength of her aura although also get the feeling that it isn't directly at them. The aura will directed invoke fear in her targets (not bystanders) but only those with less than half of her TEC. After recovering from the fear (solely at the writer's discretion of how long this effect takes), they will not be affected again unless Jibril's TEC increases. The aura pauses if Jibril is significantly distracted from her target, such as being blasted by a strong attack or if she focuses solely on a different target.

Compress (0) - Jibril can focus her spirits to compress space around an object to be stored in her bosom. Costs a fair amount of magical power to achieve, takes several seconds for 3x3 foot cubes and longer for larger objects, cannot be used on living objects, and is not useful in combat.

Holy Ray (600) - Jibril collects black/purple magical power in part of or all of her hand and fires it in a straight line at the speed of an bullet. She charges this attack up to 5 seconds putting more power into it creating a blast that can vary from a pin size to a fist sized energy blast. The weakest is negligible but a full charge is a strong punch.

Quick Shift (600/800) (Requires Foresight, Teleport) - Foreseeing a serious attack, Jibril forces her body to shift, teleporting anywhere within her teleportation range to avoid an attack. (Both T1 and T2 versions)

Inverted Shift (800) (Requires Ranged Materialize, Ranged Proficiency, Area Attack, Teleport) - Jibril gathers a huge amount of spirits from the environment around her and her own body. She holds out her hand and focuses them on a single opponent in a few moments within the range of her teleport. To those that can see the flow of magic/spirits, her spirits almost instantaneously move to her target and once all gathered shatter the space her opponent occupies. For a few moments the space twists, bends, and breaks under the immense pressure of her spirits.


Focus (Tier 1 Powered Form) - Jibril loses her more jovial nature and focuses seriously on killing her enemy.
Atk: 4
Def: 4 (+2 from base stat upgrades)
Spd: 4
Tec: 5

Angelic Scythe - Approved

Spatial Rend - What does the cleaving space part do? Is it just for cool visual effects? What does this space distortion look like? Also, you don't need to specify that she can teleport while using this, she has the teleport power so, with the exception of super moves that don't include teleportation, she can use teleportation in conjunction with all her moves unless stated otherwise.

Murderous aura - You need to state a duration for the debuff, not just leave it up to the writer.

Compress - So just for storing random, large objects and stuff, can't be used mid battle?

Holy Ray - how tiring is this?

Quick Shift - Approved, just remember to separate the two different Tiers when you actually make the NPC

Inverted Shift - I'm not sure how this actually damages an opponent, you've described the visual effects but not the damaging effects. Please clarify.

General Note - For anything that is a super move, please label it as such (with the proper Tier).

Focus - Approved For future reference, you should list your original stats and then what they are changing into, I don't want to have to search another thread to be able to approve things.
Heart 
Double Chiappa Rhino 60DS Revolvers (300 OM) 

Hold six bullets each, with a rate of fire of about one shot per second. It is reloaded one round at a time, taking about half a second per shell. After emptying the barrel of the revolver, the gun heats up, will need 6 seconds to cool before it can be reloaded.  It takes an additional second per bullet to reload one revolver. It is sturdy but difficult to aim at long distances.
[Image: harley-quinn-arkham-city-gif-7.gif]
(06-05-2018, 01:12 AM)Daniel Wrote: Angelic Scythe - Approved

Spatial Rend - What does the cleaving space part do? Is it just for cool visual effects? What does this space distortion look like? Also, you don't need to specify that she can teleport while using this, she has the teleport power so, with the exception of super moves that don't include teleportation, she can use teleportation in conjunction with all her moves unless stated otherwise.

Murderous aura - You need to state a duration for the debuff, not just leave it up to the writer.

Compress - So just for storing random, large objects and stuff, can't be used mid battle?

Holy Ray - how tiring is this?

Quick Shift - Approved, just remember to separate the two different Tiers when you actually make the NPC

Inverted Shift - I'm not sure how this actually damages an opponent, you've described the visual effects but not the damaging effects. Please clarify.

General Note - For anything that is a super move, please label it as such (with the proper Tier).

Focus - Approved For future reference, you should list your original stats and then what they are changing into, I don't want to have to search another thread to be able to approve things.

Spatial Rend - Cool special effects mostly, but yea with space bending imagine the spot next to where she slashed was twisted upside down or someone just squeezed really hard on it, and then it snapped back in place, and this is happening at random around where the blade cut. I tried adjusted the description to make this more clear.

Holy Ray - Edited.

Murderous Aura - Alright, since this is such a wide area attack I want it to be pretty non-influential in combat mechanically. Its something cool to write ^^.

Compress - Yes, I just know that something like this needs to be approved as a 0 cost move based on precedent (Guu needed to). I should probably add how its undone..

Inverted Shift - Like I noted above, space being broken means your body being twisted and compressed and stretched at random and that is pretty harmful. The main idea for this move is that it is a Teleport move forced on your target only done halfway.

Focus - Mmm, okay but I'm not sure the purpose Tongue. I mean, a Powered Form has its own stats. The original stats are irrelevant to the requirements of a Powered Form (and I stuck in the reference that this included a +2 to base stats on the Defense so you knew I was basing this on a character that had +2 base stat upgrades). The same with a Power Up, the Power Up has to be balanced like it were a mini character so a T1 Power Up has to be +2/+2/+1/+0 assigned to different stats, unable to do +3 because that would violate the stat rules. I don't mind posting what you want for this, I just don't understand why for this request.

You could say for both of these spatial damage effects that its akin to a chaotic version of the FF spell Demi (although that modifies gravity while this damages physical laws temporarily)



Angelic Scythe (300) (Requires Physical Strength) - A large black Scythe that glows black with its murderous energy. It has a 6 foot handle with a 5 foot curved blade. Jibril focuses and materializes this weapon in her hands over 2 seconds. Made of pure spiritual energy, the Scythe will disappear shortly after if she drops it. If Jibril beheads a Prime with this scythe, its energy will cause the head to stay in this world after the Prime dies so that Jibril may collect it.

Spatial Rend (300) (Requires Physical Strength) - Using Angelic Scythe, Jibril pours magical power into it for 10 seconds deepening its black aura (while simultaneously preparing the energy for teleport usually). She then charges at her target (running or flying) with the scythe, slashing with a strike that cleaves space itself, visually ripping and distorting the space the scythe cuts creating a loud pop. The space around the cut, 2 CM around it randomly twists, compresses, and stretches for additional damage snapping back in place after 1 second with another loud pop.  A powerful attack with a significant energy cost, however the energy gathered will dissipate after 30 seconds if she is unable to attempt the strike.

Murderous Aura (300) (Requires Debuff Proficiency, Area Attack, Telepathy) - This is a mostly passive aura effect radiating 200 feet that Jibril has turned on while she focuses on harming or killing someone although she can voluntarily force it not to activate. It consumes a minimal amount of magic while active. Jibril physically radiates her intent and love to kill others causing others to feel her desire to kill them. Anyone who isn't the target of her hostile desires can feel the effect and strength of her aura although also get the feeling that it isn't directed at them. The aura will directly invoke fear in her targets for 10 seconds (not bystanders) but only those with less than half of her TEC. After recovering from the fear, they will not be affected again unless Jibril's TEC increases. The aura pauses if Jibril is significantly distracted from her target, such as being blasted by a strong attack or if she focuses solely on a different target.

Compress (0) - Jibril can focus her spirits to compress space around an object to be stored in her bosom. Costs a fair amount of magical power to achieve, takes several seconds for 3x3 foot cubes and longer for larger objects, cannot be used on living objects, and is not useful in combat. The object can be set back down and regain its original size over 10 seconds.

Holy Ray (600) (Requires Ranged Proficiency) - Jibril collects black/purple magical power in part of or all of her hand and fires it in a straight line at the speed of an bullet. She charges this attack up to 5 seconds putting more power into it creating a blast that can vary from a pin size to a fist sized energy blast. The weakest is negligible but a full charge is a strong punch. This has a light energy cost when used at its highest charge and proportionally less when used at lesser charges.

Quick Shift (600/800) (T1/2 Super Defense) (Requires Foresight, Teleport) - Foreseeing a serious attack, Jibril forces her body to shift, teleporting anywhere within her teleportation range to avoid an attack. (Both T1 and T2 versions)

Inverted Shift (800) (T2 Super Attack) (Requires Ranged Materialize, Ranged Proficiency, Area Attack, Teleport) - Jibril gathers a huge amount of spirits from the environment around her and her own body. She holds out her hand and focuses them on a single opponent in a few moments within the range of her teleport. To those that can see the flow of magic/spirits, her spirits almost instantaneously move to her target and once all gathered shatter the space her opponent occupies creating a very loud sound. For a few moments the space twists, bends, and breaks under the immense pressure of her spirits. In those moments, the target's entire body is compressed, twisted, and stretched at random throughout and if its not tough enough pieces may break off entirely from anywhere on the body which do not reattach as the space snaps back into its normal state, creating the same very loud pop in the air.


Focus (Tier 1 Powered Form) - Jibril loses her more jovial nature and focuses seriously on killing her enemy.
Atk: 4
Def: 4 (+2 from base stat upgrades)
Spd: 4
Tec: 5
Harder to sort out when two of you guys are looking at my moves and you aren't looking at the edits, Karl. Tongue. (The Form here as you can see, gives her TEC so she can focus hard if she needs to for them TEC specialists Wink ) Daniel told me to remove the teleport out of my Spatial Rend :: shrug:: and he also wanted a specified time for the fear effect. I've already edited Spatial Rend and Inverted Shift to try and be more clear on what it is doing to you.

That move, Murderous Aura, is intentionally weak. Its mostly flavor for a few reasons. It has the drawbacks it does and is so weak so that she can hit the 200 feet around her with it with little cost. Maybe I'll pick up something that intentionally blasts her target with fear sometime later after Schwi levels once or twice, but this is a natural effect of her being a spiritual entity.

Angelic Scythe (300) (Requires Physical Strength) - A large black Scythe that glows black with its murderous energy. It has a 6 foot handle with a 5 foot curved blade. Jibril focuses and materializes this weapon in her hands over 2 seconds. Made of pure spiritual energy, the Scythe will disappear shortly after if she drops it. If Jibril beheads a Prime with this scythe, its energy will cause the head to stay in this world after the Prime dies so that Jibril may collect it.

Spatial Rend (300) (Requires Physical Strength) - Using Angelic Scythe, Jibril pours magical power into it for 10 seconds deepening its black aura (while simultaneously preparing the energy for teleport if available). She then charges at her target (running or flying) with the scythe, slashing with a strike that cleaves space itself, visually ripping and distorting the space the scythe cuts creating a loud pop. The space 2 CM around the cut, randomly twists, compresses, and stretches for additional damage snapping back in place after 1 second with another loud pop.  A powerful attack with a significant energy cost, however the energy gathered will dissipate after 30 seconds if she is unable to attempt the strike.

Murderous Aura (300) (Requires Debuff Proficiency, Area Attack, Telepathy) - This is a mostly passive aura effect radiating 200 feet that Jibril has turned on while she focuses on harming or killing someone although she can voluntarily force it not to activate. It consumes a minimal amount of magic while active. Jibril physically radiates her intent and love to kill others causing others to feel her desire to kill them. Anyone who isn't the target of her hostile desires can feel the effect and strength of her aura although also get the feeling that it isn't directed at them. The aura will directly invoke fear in her targets for 10 seconds (not bystanders) but only those with less than half of her TEC. After recovering from the fear, they will not be affected again unless Jibril's TEC increases. The aura pauses if Jibril is significantly distracted from her target, such as being blasted by a strong attack or if she focuses solely on a different target.

Compress (0) - Jibril can focus her spirits to compress space around an object to be stored in her bosom. Costs a fair amount of magical power to achieve, takes several seconds for 3x3 foot cubes and longer for larger objects, cannot be used on living objects, and is not useful in combat. The object can be set back down and regain its original size over 10 seconds.

Holy Ray (600) (Requires Ranged Proficiency) - Jibril collects black/purple magical power in part of or all of her hand and fires it in a straight line at the speed of an bullet. She charges this attack up to 5 seconds putting more power into it creating a blast that can vary from a pin size to a fist sized energy blast. The weakest is negligible but a full charge is a strong punch. This has a light energy cost when used at its highest charge and proportionally less cost when used at lesser charges. This move cannot be used within 8 seconds of its previous use.

Quick Shift (600/800) (T1/2 Super Defense) (Requires Foresight, Teleport) - Foreseeing a serious attack, Jibril forces her body to shift, teleporting anywhere within her teleportation range to avoid an attack. (Both T1 and T2 versions)

Inverted Shift (800) (T2 Super Attack) (Requires Ranged Materialize, Ranged Proficiency, Area Attack, Teleport) - Jibril gathers a huge amount of spirits from the environment around her and her own body. She holds out her hand and focuses them on a single opponent in a few moments within the range of her teleport. To those that can see the flow of magic/spirits, her spirits almost instantaneously move to her target and once all gathered shatter the space her opponent occupies creating a very loud sound. For a few moments the space twists, bends, and breaks under the immense pressure of her spirits. In those moments, the target's entire body is compressed, twisted, and stretched at random throughout and if its not tough enough pieces may break off entirely from anywhere on the body which do not reattach as the space snaps back into its normal state, creating the same very loud pop in the air.


Focus (Tier 1 Powered Form) - Jibril loses her more jovial nature and focuses seriously on killing her enemy.
Atk: 4
Def: 4 (+2 from base stat upgrades)
Spd: 4
Tec: 5
oh wtf how many pages are there to this thread.

Sorry.
[Image: KarlSig.jpg]
(06-04-2018, 11:29 PM)Retane Wrote: Solar Blast (300) (Ranged, Area Attack, Debuff)

The user focuses for a second, creating a basketball sized orb, then tosses it in a direction, usually in the air. The orb travels at the speed of a thrown basketball (about 30mph). At the peak of its height (about 10m), it explodes and everyone looking in its direction is temporarily blinded by the sun-like rays. This blindness lasts for about 3 seconds for someone who is close, decreasing down to just a fraction of a second for someone 50m away.

Approved. Just added in a small bolded comment to specify the orb speed. If you want to resubmit this with a different speed, go ahead. I just figured what I wrote fit the object. (Somehow forgot about that in DMs, sorry)

(06-04-2018, 11:38 PM)Retane Wrote: Nova Flare(T1 Supermove Sp-1)(600)-Ranged, Area Attack, )- Using Solar Blast or even the sun, Retane focuses for a few seconds, charging up a condensed red orb in his palm. If he chooses to use Solar Blast, he also charges that in the other hand. With Solar Blast, Retane will throw the Blast into the air first, with the red orb following, peaking just short and at an angle of the targeted area. Using the sun's concentrated rays from the natural sun or the Solar Blast, Nova Flare is activated, exploding in the opposing direction using the concentrated rays to attempt to incinerate those in the targeted area. The area is a cone like, shape, engulfing up to a 30 meters diameter depending on the angle of the Nova Flare from with its source of power.

Your super attack is approved.

(06-05-2018, 02:48 AM)Harley Quinn Wrote: Double Chiappa Rhino 60DS Revolvers (300 OM) 

Hold six bullets each, with a rate of fire of about one shot per second. It is reloaded one round at a time, taking about half a second per shell. After emptying the barrel of the revolver, the gun heats up, will need 6 seconds to cool before it can be reloaded.  It takes an additional second per bullet to reload one revolver. It is sturdy but difficult to aim at long distances.

Approved.
Shadechill (Tier 2 Super Utility) (Ranged Proficiency, Debuff Proficiency) (800 OM)

Whirda breathes a gout of Shadechill, enveloping a single opponent within 30 meters in an aura of darkness and cold.  The aura remains surrounding a struck opponent even if they try to move away. Enemies caught in the breath experience freezing temperatures and blurred vision, reducing their TEC by 4 for a full round.  This move can be blocked by a T2 super defense.
[Image: 1329973157_s]
Forward: JUN (300) Requires Physical Strength, Burst Movement
This spell is cast immediately with no concentration. Dongja conjures the character for "Forward" in mid-air. At that moment, Dongja dashes in a direction of his choice exactly 10 feet (no more, no less) very, very fast. As long as there is direct path on the ground to his destination, he can move there; in other words, Dongja will have to be able to run there normally. Anything, or anyone, in his way take some minor damage from getting hit without slowing him down, and may get a little knocked back, but not likely. This move is a little exhausting, and has two charges. Each charge has a 6 second cooldown.

[Image: 1350459906_s][Image: 1331385626_s]
Tier 1 Super Utility
Word Magic - Slowness: JUH-SOHK (600) Requires Debuff, Time Manipulation
Dongja conjures the two characters that mean "Low" and "Speed" above in sequence for 8 seconds, causing them to appear in mid-air. Dongja then has to make contact with a single target with his palm within 3 seconds. If he lands the spell, the target's timeline starts passing more slowly, reducing their SPD by 2 and TEC by 2 until they next take damage (or until the end of the post). This move is very exhausting and requires quite a bit of concentration.

[Image: images?q=tbn:ANd9GcRIRhmj-L6vhgFgaSF-6ik...WiAIdlPW7V][Image: 86_12_54_12_1898_by_cavenglok-dcdjtzr.png]
Tier 1 Super Defense
Word Magic – Shield: BANG-PAE (600) Requires Physical Strength
Dongja conjures the two characters that mean "Defense" and "Board" above in sequence instantaneously, causing them to appear in mid-air. A large ethereal tower shield appears on Dongja's arm, large enough to cover his entire body and then some. It can block attacks for a split second (basically enough to block a Super Attack). It takes considerable concentration, to the point where Dongja is unable to do anything for a full second.
[Image: 665000_mcninja_by_cavenglok-dch0qt5.jpg]
Odd hours. Call for appointment.
(06-05-2018, 12:56 PM)Whirda Wrote: Shadechill (Tier 2 Super Utility) (Ranged Proficiency, Debuff Proficiency) (800 OM)

Whirda breathes a gout of Shadechill, enveloping a single opponent within 30 meters in an aura of darkness and cold.  The aura remains surrounding a struck opponent even if they try to move away. Enemies caught in the breath experience freezing temperatures and blurred vision, reducing their TEC and SPD by 4 for a single post, or by 2 for a full round (specified when the move is used).  This move can be blocked by a T2 super defense.

[spoiler]Can a super utility be modular like that, or does it always have to specify 1 post or one round when purchased?[/spoiler]

You have to specify whether it's for a post or for a round. If you want to be able to choose, you will need to get two super moves (one for each option).
(06-05-2018, 01:01 PM)Ok Dongja Wrote: [spoiler][Image: 1329973157_s]
Forward: JUN (300) Requires Physical Strength, Burst Movement
This spell is cast immediately with no concentration. Dongja conjures the character for "Forward" in mid-air. At that moment, Dongja dashes in a direction of his choice exactly 10 feet (no more, no less) very, very fast. As long as there is direct path on the ground to his destination, he can move there; in other words, Dongja will have to be able to run there normally. Anything, or anyone, in his way take some minor damage from getting hit without slowing him down, and may get a little knocked back, but not likely. This move is a little exhausting, and has two charges. Each charge has a 6 second cooldown.

[Image: 1350459906_s][Image: 1331385626_s]
Tier 1 Super Utility
Word Magic - Slowness: JUH-SOHK(600) Requires Debuff, Time Manipulation
Dongja conjures the two characters that mean "Low" and "Speed" above in sequence for 8 seconds, causing them to appear in mid-air. Dongja then has to make contact with a single target with his palm within 3 seconds. If he lands the spell, the target's timeline starts passing more slowly, reducing their SPD by 2 and TEC by 2 until they next take damage (or until the end of the post). This move is very exhausting and requires quite a bit of concentration.

[Image: images?q=tbn:ANd9GcRIRhmj-L6vhgFgaSF-6ik...WiAIdlPW7V][Image: 86_12_54_12_1898_by_cavenglok-dcdjtzr.png]
Tier 1 Super Defense
Word Magic – Shield: BANG-PAE (600) Requires Physical Strength
Dongja conjures the two characters that mean "Defense" and "Board" above in sequence instantaneously, causing them to appear in mid-air. A large ethereal tower shield appears on Dongja's arm, large enough to cover his entire body and then some. It can block attacks for a split second (basically enough to block a T1 Super Attack). It takes considerable concentration, to the point where Dongja is unable to do anything for a full second.[/spoiler]

Forward: JUN: Add in that this move counts as a use of burst movement (so you can't use this right after burst movement, or use one charge right after using another charge, or use burst movement right after using this - there's a second delay), and that it can get tiring if used repetitively (more so than burst movement). Then I think it'll be fine - balance wise. You can't go as far as burst movement usually allows (ish, depending on your SPD), but this move does allow for very quick dodging. Also, while I can guess what you mean, can you specify that this happens over "a small fraction of a second" or "almost an instant" or something - since very, very, fast is a bit too vague.

Word Magic - Slowness: JUH-SOHK: Add in that this is blockable by a T1 Super Defence (or higher), then I'll give you approval.

Word Magic – Shield: BANG-PAE: I added in a minor bolded comment to clarify it can only completely block T1 super attacks. With that in mind, approved. But if I were you I'd make it last a bit longer since many super attacks last longer than just a second or so.
(06-03-2018, 04:54 PM)Dane Regan Wrote:
(06-03-2018, 03:37 PM)Moon Knight Wrote: Totem of Khonshu: (Requires Area of Effect, Buff)  Cost 300 

In the middle of combat Moon Knight can throw out a small totem of Khonshu in the center of the battlefield, causing the ground to glow in a blueish hue that spans at around 7 yards.  Allies inside the area gain the blessing of Khonshu  giving them a boost of adrenaline and moral. Each ally with the blessing  can fight with same ferocity as Moon Knight himself, allowing them to push through pain and fight like hell. The area of effect only lasts for a short amount of time, leaving the effects to last only for two minutes. If any ally given deathblows after the blessing is worn off they will enter a state of unconsciousness until after the fight or finally killed. This move can only be used once during a fight.

2 minutes is a bit long for a duration. If you want it to last that long, you'll need more drawbacks (like a charge time). Otherwise, I'd only let you have it last about 30 to 40 seconds or so at most.

This just needs Ranged Proficiency and Buff Proficiency, there is no "Area of Effect" proficiency (but Area Defense and Area Attack are required to make area shielding/healing moves and area offensive moves.

Also, at first you say it lets allies push through pain, yet later you imply it also lets them ignore injuries. Which is it? I'd clarify that a bit better.

Lastly, how far can he throw the totem?

Edited and as for how far he throws the totem, he's just throwing it on the ground beside him.
(06-05-2018, 01:29 PM)Dane Regan Wrote:
(06-05-2018, 12:56 PM)Whirda Wrote: Shadechill (Tier 2 Super Utility) (Ranged Proficiency, Debuff Proficiency) (800 OM)

Whirda breathes a gout of Shadechill, enveloping a single opponent within 30 meters in an aura of darkness and cold.  The aura remains surrounding a struck opponent even if they try to move away. Enemies caught in the breath experience freezing temperatures and blurred vision, reducing their TEC and SPD by 4 for a single post, or by 2 for a full round (specified when the move is used).  This move can be blocked by a T2 super defense.

[spoiler]Can a super utility be modular like that, or does it always have to specify 1 post or one round when purchased?[/spoiler]

You have to specify whether it's for a post or for a round. If you want to be able to choose, you will need to get two super moves (one for each option).

Blargh, updated.
(06-03-2018, 03:37 PM)Moon Knight Wrote: Totem of Khonshu: (Requires Ranged, Buff)  Cost 300 

In the middle of combat Moon Knight can drop a small totem of Khonshu in the battlefield, causing the ground to glow in a bluish hue that spans around 7 yards.  Allies inside the area will gain the blessing of Khonshu. Each ally with the blessing can fight with the same ferocity as Moon Knight himself, allowing them to push through pain and fight like hell. The area of effect only lasts for a short amount of time, leaving the effects to last only for forty seconds. If any ally given deathblows after the blessing is worn off they will enter a state of unconsciousness until after the fight or finally killed. This move can only be used once during a fight.

One last question. You say this move lets people push through pain, right.

I don't get this part "If any ally given deathblows after the blessing is worn off they will enter a state of unconsciousness until after the fight or finally killed." because it implies you're also ignoring injuries (rather than just pain), but you don't really clarify that you're doing that. Is it just delaying someone's death? Or is it actually letting them fight as if they had survival.

If you want to ignore injuries too, somewhat, I'd say you definitely need some charge or execution time - even if it's just some seconds to take the totem out of your bag, or to imbue it with magic, as long as it leaves you open for some time.

(06-05-2018, 12:56 PM)Whirda Wrote: Shadechill (Tier 2 Super Utility) (Ranged Proficiency, Debuff Proficiency) (800 OM)

Whirda breathes a gout of Shadechill, enveloping a single opponent within 30 meters in an aura of darkness and cold.  The aura remains surrounding a struck opponent even if they try to move away. Enemies caught in the breath experience freezing temperatures and blurred vision, reducing their TEC by 4 for a full round.  This move can be blocked by a T2 super defense.

Approved.
Alright edited, and yeah I was basically giving them survival. I basically used the buff move as an example from the rules page.
(06-03-2018, 03:37 PM)Moon Knight Wrote: Totem of Khonshu: (Requires Ranged, Buff)  Cost 300 

In the middle of combat Moon Knight can pull out a small totem of Khonshu and charge it for five seconds with a prayer to Khonshu before tossing it on the ground near him. During the prayer he must concentrate so cannot move or attack. With it landing, the ground starts to glow in a bluish hue that spans around 7 yards.  Allies inside the area will gain the blessing of Khonshu. Each ally with the blessing can fight with the same ferocity as Moon Knight himself, allowing them to push through the pain and fight like hell, as if they had survival. The area of effect only lasts for a short amount of time, leaving the effects to last only for forty seconds. If any ally given deathblows after the blessing is worn off they will enter a state of unconsciousness until after the fight or finally killed. This move can only be used once during a fight.

10 seconds is a bit long. I think 5 should work fine. Feel free to adjust the other line I added if you want (but if you let him move or do other things while charging you'll need a fatigue cost or longer charge time to off-set that) - so long as you submit it for approval again. If you're fine my edits, you can use the above and consider it approved.

But, yeah, The move from the rules should really have a stated time for the shout. It's probably a bit outdated. I'll look into it.
Totem of Khonshu: (Requires Ranged, Buff)  Cost 300 

In the middle of combat Moon Knight can pull out a small totem of Khonshu and charge it for five seconds with a prayer to Khonshu before tossing it on the ground near him. During the prayer he must concentrate so cannot move or attack. With it landing, the ground starts to glow in a bluish hue that spans around 7 yards.  Allies inside the area will gain the blessing of Khonshu. Each ally with the blessing can fight with the same ferocity as Moon Knight himself, allowing them to push through the pain and fight like hell, as if they had survival. The area of effect only lasts for a short amount of time, leaving the effects to last only for forty seconds. If any ally given deathblows after the blessing is worn off they will enter a state of unconsciousness until after the fight or finally killed. This move can only be used once during a fight.
(06-05-2018, 03:44 PM)Moon Knight Wrote: Totem of Khonshu: (Requires Ranged, Buff)  Cost 300 

In the middle of combat Moon Knight can pull out a small totem of Khonshu and charge it for five seconds with a prayer to Khonshu before tossing it on the ground near him. During the prayer he must concentrate so cannot move or attack. With it landing, the ground starts to glow in a bluish hue that spans around 7 yards.  Allies inside the area will gain the blessing of Khonshu. Each ally with the blessing can fight with the same ferocity as Moon Knight himself, allowing them to push through the pain and fight like hell, as if they had survival. The area of effect only lasts for a short amount of time, leaving the effects to last only for forty seconds. If any ally given deathblows after the blessing is worn off they will enter a state of unconsciousness until after the fight or finally killed. This move can only be used once during a fight.

Approved.
Tier 1 Assist: Dem Digits
Lemme hold em...

Though created via the same Holographic Projector as his Holo-Jacks, the Digi-Jack is a far more advanced construct. The Digistruct process forms a frame composed of fields of forces, then masks it with a light projection duplicating Jack's looks. It even grants it a rather complex artificial intelligence system, allowing a Digi-Jack to act on its own. Because it possesses not only Jack's appearance, but his personality and knowledge as well, a Digi-Jack can utilize his full arsenal of weaponry as it chooses. However, because of the drain a Digi-Jack places on the Holo Projector's battery, it isn't quite as powerful as Jack himself.

ATK: 2
DEF: 2
SPD: 0
TEC: 1
[Image: Jacksig.png]


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